Evidence map›Paper›PMID 35471995›Full record

ArticleJMIR serious games2022

Video Game Addictive Symptom Level, Use Intensity, and Hedonic Experience: Cross-sectional Questionnaire Study.

Bhavneet Walia, Jeeyoon Kim, Ignatius Ijere, Shane Sanders

Abstract read
In one paragraph

Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Bhavneet WaliaDepartment of Public Health, Falk College, Syracuse University, Syracuse, NY, United States.ORCID https://orcid.org/0000-0003-3218-2016
Jeeyoon Kim *Department of Sport Management, Falk College, Syracuse University, Syracuse, NY, United States.ORCID https://orcid.org/0000-0003-3279-9286
Ignatius Ijere *Department of Public Health, Falk College, Syracuse University, Syracuse, NY, United States.ORCID https://orcid.org/0000-0002-2400-9806
Shane Sanders *Department of Sport Management, Falk College, Syracuse University, Syracuse, NY, United States.ORCID https://orcid.org/0000-0002-8506-2619

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThe effects of behavioral addiction to video games has received increasing attention in the literature, given increased use intensity among subgroups of video game players.

objectiveThis study seeks to empirically determine the relationship between intensity of video gaming and hedonic experience of the player.

methodsWe conducted a survey of 835 individuals who regularly play video games to determine the relationship between intensity of use and hedonic experience. We divided the sample into quartiles by self-reported video game addictive symptom level (from the Internet Gaming Disorder Scale) and conducted polynomial regressions separately for each quartile.

resultsWe found that the higher video game addictive symptom level groups experienced a U-shaped (curvilinear) relationship between hedonic experience and intensity of play, whereas groups with lower video game addictive symptom levels exhibited no such relationship. The coefficients for the highest addictive symptom level group (quartile 4) for marginal effects for hours played per week and hours played per week squared were significantly negative (P=.005) and significantly positive (P=.004), respectively.

conclusionsOur results are consistent with sensitization and tolerance theories, which suggest that high-symptom groups experience frustration and disappointment until they achieve excessive dopamine release, at which point their hedonic experience is expected to improve with additional play. Conversely, low-symptom groups experience no such fall-and-rise pattern. This result is consistent with the outcome that members of the latter group play the game for the direct experience, such that their hedonic experience is more directly related to events occurring in the game than to the increasingly elusive pursuit of excessive dopamine release. We also find that high-symptom groups spend substantially more time and money to support video game use and are much more likely to engage in video game use at the expense of other important activities, such as working, sleeping, and eating.

Indexed as

addictionaddictive behaviorsmental healthvideo game addictionvideo gamesvideogamesvideo game use

Identifiers

PMID35471995
PMCPMC9227790

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.